In this game, you play as the sole survivor of a frozen outpost in a world where the Internet has been converted into animate objects of ice.
You've been tasked with converting the ice into data to restore the futture. Equipped with a gauntlet that converts material into data. Yo7 have to collect 100TB of data, requiring ten separate trips into a large graphical map of a region.
There seems to be an alternate mission besides the obvious one, with an environmental bent, but I just used the gauntlet to win. The ending was fun, but a bit underwhelming.
Overall, I found the game slow on mobile, and the grinding repetitive. Despite this, I enjoyed the game and will play again.
This is a short parser game about a man named Andrea helping smuggle Galileo's book Two Sciences to a publisher.
The general story is interesting, but there are numerous bugs, and the interaction has some issues. It ended fairly quickly.
Jesse Stavros Doorway is a mid length game about a collection of people with the ability to travel through space and time. There is a good chunk of backstory available in-game.
The game is large, with complex implementation, but it needs more beta testing; there are capitalization errors and "printed name" inform issues.
The setting is interesting, with a bunch of hippies time traveling to a grateful dead concert. The writing is descriptive.
I played with a walkthrough, as many actions were hard to come up with on my own.
This mid-length Twine game has you looking for a solid quicksilver pickaxe enchanted by dwarfs. It's twine, with items and exits implemented in a sequence of rooms.
At several places, there are complicated locks or other mechanisms to fiddle with. I found these to be frustrating. Overqll, the setting was the best part of the game.
This game uses a setting not commonly explored: Pakistan, with a young girl protagonist.
This game uses a branch and bottleneck structure, and is fairly short., with a dozen or so choices on average.
I found the explora5ion of unfamiliar culture and issues fascinating. The game played smoothly, and the writing was descriptive.
This is perhaps paperblurts most compelling story for me, but also the most troublesome content. You play a serial killer who just can't get enough of killing.
The pacing, the graphics and animations, are all excellent, although it drags on to six acts.
It goes into detail about the gore, but it's over the top, silly gore.
The story gets interesting with the addition of a couple of major npc's. Both of them get wrapped up in a somewhat rushed way. Also there is no save feature for this long game with many slow pauses.
This is a short hypertext game about two people, one on a bike and one running. The screen is split into two windows, one for each story.
Each story has a sequence of 8 or so binary choices. You can either play as one character the whole time, with the other character's choices proceeding on its own, or you can play both characters at once (although you still make just one choice each 'second').
I found the story to be really short, and looking back and forth at the two panels detracted from the slice of life style of the story. However, it was well done in a technical way.
Tower was the second game entered by Simon Deimel in ifcomp 2014, and to be honest, I prefer Enigma, a well-written drama.
This game, Tower, leans heavily on classic IF tropes: locked doors and keys, amnesia, a dragon, an unusual combination lock, a generic fantasy setting. The descriptions are spare, but everything runs fairly smoothly.
Still, I wouldn't mind playing this game again. It's fun wandering around and trying everything.
Andrew Schultz is known for taking a word puzzle idea (like anagrams or reversible compound nouns) and running with it. Most of his games encourage you to explore the world first to figure out what the theme is, so I won't give away the theme in this game.
The world is spare and empty, but this helps identify key items. The game is also highly polished, with no bugs or typos that I am aware of.
The mechanic in this game is harder to do by hand than his other games, resulting in either frustration or grinding, unless you're in the mood for it.
Overall, this game works, but his other games (especially shuffling around, threediopolis or their sequels) worked better for me.
This game starts out as an illustrated twine implementation of Hugo's House of Horrors, an old game similar to Maniac Mansion.
The author has added vivid descriptions of the graphics. Not all the original game is implemented. The game has not been implemented in exactly the same way as the original as there is, for instance, new dialogue, including strong profanity.
The game begins to glitch out, as in the classic glitch creepypasta.
I felt like the horror never really took hold, although it was better at times.
It took me 20 minutes to finish the game.